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@@ -0,0 +1,51 @@
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+#import "Common/ShaderLib/MultiSample.glsllib"
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+
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+uniform DEPTHTEXTURE m_DepthTexture;
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+uniform float m_Softness; // Power used in the contrast function
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+in vec2 vPos; // Position of the pixel
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+in vec2 projPos;// z and w valus in projection space
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+
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+#ifdef USE_TEXTURE
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+uniform sampler2D m_Texture;
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+in vec4 texCoord;
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+#endif
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+
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+in vec4 color;
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+out vec4 outColor;
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+
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+float Contrast(in float d){
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+ float val = clamp( 2.0*( (d > 0.5) ? 1.0-d : d ), 0.0, 1.0);
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+ float a = 0.5 * pow(val, m_Softness);
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+ return (d > 0.5) ? 1.0 - a : a;
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+}
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+
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+float stdDiff(in float d){
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+ return clamp((d)*m_Softness,0.0,1.0);
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+}
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+
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+
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+void main(){
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+ if (color.a <= 0.01)
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+ discard;
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+
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+ outColor = vec4(1.0,1.0,1.0,1.0);//color;
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+ #ifdef USE_TEXTURE
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+ #ifdef POINT_SPRITE
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+ vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
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+ #else
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+ vec2 uv = texCoord.xy;
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+ #endif
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+ outColor = getColor(m_Texture, uv) * color;
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+ #endif
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+
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+ float depthv = getDepth(m_DepthTexture, vPos).x*2.0-1.0; // Scene depth
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+ depthv*=projPos.y;
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+ float particleDepth = projPos.x;
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+
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+ float zdiff =depthv-particleDepth;
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+ if(zdiff<=0.0){
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+ discard;
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+ }
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+ // Computes alpha based on the particles distance to the rest of the scene
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+ outColor.a = outColor.a * stdDiff(zdiff);// Contrast(zdiff);
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+}
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